TY - JOUR
T1 - The ethno/graphic novel
T2 - alternative shapes of knowledge and hyper-intensity in consumer research
AU - O’Sullivan, Stephen R.
AU - Kozinets, Robert V.
N1 - Publisher Copyright:
© 2019 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2020
Y1 - 2020
N2 - In this paper we disrupt established methodological boundaries in consumer research. We embark on a creative exploration to address the lack of an appropriate methodological toolkit. Graphic narratives have the potential to illuminate the social realities and humanly interesting themes underlying contemporary consumer culture. This potential is illustrated through introduction of the ethno/graphic novel, a “hyper-intense” merge of theory, data, representation and induction. We provide Toxic Play: Consuming Beer Pong, as an illustrated example and original contribution to consumer research knowledge. Alongside the illustration, we discuss the methodological underpinnings of the ethno/graphic novel approach and provide guidance on: projects/storyworlds, data scavenging, analysis and re-interpretation, hyper-intense translations, representation/illustration, and dissemination. This article is a call for increased application of alternative shapes of knowledge:methodologies that welcome audiences as co-producers of meaning in intense scientific adventures. The result of this methodological exploration holds potential for an extended and re-invigorated communicative function of consumer research.
AB - In this paper we disrupt established methodological boundaries in consumer research. We embark on a creative exploration to address the lack of an appropriate methodological toolkit. Graphic narratives have the potential to illuminate the social realities and humanly interesting themes underlying contemporary consumer culture. This potential is illustrated through introduction of the ethno/graphic novel, a “hyper-intense” merge of theory, data, representation and induction. We provide Toxic Play: Consuming Beer Pong, as an illustrated example and original contribution to consumer research knowledge. Alongside the illustration, we discuss the methodological underpinnings of the ethno/graphic novel approach and provide guidance on: projects/storyworlds, data scavenging, analysis and re-interpretation, hyper-intense translations, representation/illustration, and dissemination. This article is a call for increased application of alternative shapes of knowledge:methodologies that welcome audiences as co-producers of meaning in intense scientific adventures. The result of this methodological exploration holds potential for an extended and re-invigorated communicative function of consumer research.
KW - comic book
KW - Ethnography
KW - representation
KW - storyworlds
KW - transmedia storytelling
KW - visual methodology
UR - https://www.scopus.com/pages/publications/85070459202
U2 - 10.1080/10253866.2019.1649255
DO - 10.1080/10253866.2019.1649255
M3 - Article
AN - SCOPUS:85070459202
SN - 1025-3866
VL - 23
SP - 569
EP - 598
JO - Consumption Markets and Culture
JF - Consumption Markets and Culture
IS - 6
ER -